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Now I have continued with developing OpenWolf, and add things what I learned while working with idTech4, Torque3D and Unreal Engine 4.

Two more things are important and what I need to say....I am not supporting anymore stock ET mods, because of other changes what I made.

I have added full support for Bullet Physics, drivable vehicles and I have added libRocket UI and with that I have merged "cgame" and "ui" modules into one common module.

In some my older revision I also have support for "Oculus Rift" device, just "DK1" version (it is still in experimental status), I say experimental because it was pain in the ass to test and I don't have any way of testing that on the new device and with updated SDK ....

All other old features of my OpenWolf are "supported", but now after few years I doubt in many of them and I think that many of them are not needed.

P.S. I have all videos and photos if needed proof

So far I have used new GFX api and created new renderer layer.
With that API I can use DirectX9, DirectX11 and DirectX12 (WIP) on Windows and OpenGL 2.1, OpenGL 3.1+ on Unix platforms without any problems.

I was using BGFX API, this is part of console log.

I have also added possibility that engine check capabilities of your GPU and to set best renderer himself.

Also in my work I have integrated editor in-game (as shown in picture)
Idea was similar as in IDTech4 engine.

I have left BSP compiler (engine it supporting loading BSP files) and movie to loading map source (.MAP)

(P.S. I cannot upload photos here for some unknown reason to me)

Editor is working very like this ....
You start game/engine, type "/editor" load map and have fun
In my mind that was perfect thing and it will allow mappers and modelers more control and easier things much

Whole code is Unix friendly and it is tested on Ubuntu 15.04 (I will provide screenshots and videos) for that

Also in the spirit of FOSS and sharing, I will upload my entire codebase so others can test and educate on things what I did so far